#version 460
#extension GL_GOOGLE_include_directive : enable


#include "../../../../core/shader_taster_line.h"


layout(location = 0) in vec3 inPos;
//out gl_PerVertex {
//	vec4	gl_Position;
//};
layout(location = 1) out vec3 outVertex;
layout(location = 2) out uint outInstance;


//vec3 vs[3] = {vec3(-100,-500,0), vec3(-100,500,0), vec3(500,00,0)};
void main(void) {
	outVertex = inPos;
	outInstance = gl_InstanceIndex + drawProp.MatrixOffset;
	//vec4 p = vec4(inPos, 1.0);
	//gl_Position = mat_ProjecView[0] * mat_Model[gl_InstanceIndex] * p;
	//gl_PointSize = 3.0;
}





